OpenSim Core Bugs

Syndicate content MantisBT - Issues - (rdcdev)
MantisBT - Issues - (rdcdev)
Updated: 55 min 23 sec ago

0007971: [PROFILE] Unable to connect to OSG Profile Server (Error 404)

Sun, 2016-07-24 15:18
19:26:45 - [PROFILE]: Unable to connect to Profile Server <a href="http://profiles.osgrid">http://profiles.osgrid</a> [<a href="http://profiles.osgrid" target="_blank">^</a>]<br /> .org/profile.php. Exception System.Net.WebException: Le serveur distant a retou<br /> rné une erreur : (404) Introuvable.<br /> à System.Net.HttpWebRequest.GetResponse()<br /> à Nwc.XmlRpc.XmlRpcRequest.Send(String url, Int32 timeout)<br /> à OpenSimProfile.Modules.OpenProfile.OpenProfileModule.GenericXMLRPCRequest(H<br /> ashtable ReqParams, String method, String server) dans k:\OSGRID\opensim-0.9.0-4<br /> 11-g259824f\addon-modules\OpenSimProfile\Modules\ProfileModule\OpenProfile.cs:li<br /> gne 188
Categories: OpenSim Bugs

0007972: [NPC FEATURE REQUEST] osForceAttachToOtherAvatarFromInventory does not support NPC

Fri, 2016-07-22 20:49
Because an NPC does not possess personal inventory, it seems that osForceAttachToOtherAvatarFromInventory does not support them.<br /> <br /> The object to attach comes from the inventory of the prim containing the script but this item, focusing must Normally go in the inventory of the agent which it is attached.<br /> <br /> Apparently Melanie would have something to prepare for it.<br /> Hopefully that will be available soon.<br /> <br /> Tank you in advance.
Categories: OpenSim Bugs

0007970: Enhancement of osNpcCreate. Giving possibility to set any title, regardless the object's group

Thu, 2016-07-21 17:53
Hello :)<br /> <br /> I've created possibility to set any title, regardless the object's group that<br /> <br /> creates NPC.<br /> <br /> Here is OSSL example of the usage:<br /> <br /> key npc = NULL_KEY;<br /> default<br /> {<br /> touch_start(integer num)<br /> {<br /> if(npc == NULL_KEY)<br /> {<br /> osOwnerSaveAppearance("MyClone");<br /> llSetTimerEvent(2);<br /> }<br /> else<br /> {<br /> osNpcRemove(npc);<br /> npc = NULL_KEY;<br /> llRemoveInventory("MyClone");<br /> }<br /> }<br /> timer()<br /> {<br /> llSetTimerEvent(0);<br /> npc = osNpcCreate("John","Smith",llGetPos()+<0,0,2>,"MyClone","I am the Bot");<br /> }<br /> }<br /> <br /> The patch has been attached.
Categories: OpenSim Bugs

0007969: FSAssets

Mon, 2016-07-18 23:18
<a href=""></a> [<a href="" target="_blank">^</a>] <br /> Migrations OK<br /> Items at the folders, mapping at fsassets table<br /> But, inside grid, items cannot be found
Categories: OpenSim Bugs

0007911: OSSL proposal : osDie(LSL_Key)

Fri, 2016-07-15 17:33
Why osDie? Because we can rez objects by script, change any of their properties with osSetPrimitiveParams (including PRIM_TEMP_ON_REZ), but not dispose of them immediately.<br /> <br /> The usual way to control dynamically rezed objects is to include a script in the object template, then send commands to the rezed instances to adjust size, position, rotation, and finally destruction. This is tedious since we need to edit the script in the template, take it into inventory, remove the template from the rezer and replace it with the new version.<br /> <br /> osSetPrimitiveParams offers a scriptless and straightforward alternative. Except for disposing.<br /> <br /> Example applications : a multichair, rezing seats when needed and derezing when not. The idea to write osDie came along the project of a dynamically configurable theater, rezing, moving, and derezing up to 500 seats. (TEMP_ON_REZ was used before)<br /> <br /> Security : osDie has ThreatLevel high, the same as osSetPrimitiveParams, and can be allowed selectively with Allow_osDie.
Categories: OpenSim Bugs

0006559: [EMAIL] DefaultEmailModule Exception Unrecognized authentication type

Thu, 2016-07-14 07:54
After configuring OpenSim.ini mails and even tried several configurations, I still get this error message on the console when I try to send an email.<br /> <br /> [EMAIL]: DefaultEmailModule Exception: Unrecognized authentication type
Categories: OpenSim Bugs

0007819: volume detect and collisions do not work proprely

Tue, 2016-07-12 19:44
In Opensim v0.9.x if i use volume detect and collision/start/stop, i have to manually uncheck "Phantom" for that collisions are working properly.<br /> <br /> Only if i do it manually be defined this way.<br /> <br /> This does not work if I use "STATUS_PHANTOM"<br /> This does not work if I use "PRIM_PHANTOM"<br /> <br /> I also tried twice to detect volume in the script as I was advised Alicia but that does not work either<br /> <br /> edit : I forgot to mention that i performed the tests on a LinkSet, i have not tried with a single prim.<br /> edit : Well now, i have now also tested with a single prim and collisions do not work anymore.
Categories: OpenSim Bugs

0007959: llAttachToAvatarTemp() broken at sandbox plaza

Tue, 2016-07-12 19:03
llAttachToAvatarTemp() is not working on sandbox plaza III<br /> <br /> Although it is working on previous build<br /> OSgrid (Dev) 71404be: 2016-06-26<br /> git hash : 71404be21d7d63cc0473f9521700a28def9b0ba0<br /> <br /> and also working on:<br /> OSgrid (Dev) 259824f: 2016-07-04<br /> git hash : 259824fbc4d86ad624f0b146c3e04ea850b0b8b6
Categories: OpenSim Bugs

0007964: contents of nearby regions may not show up until avatar moves a few meters.

Tue, 2016-07-12 15:53
contents of nearby regions may not show up until avatar moves a few meters on arrival.<br /> This is a temporary issue related to how updates and initial data are sent to child avatars on creation, that became apparent adding the option ObjectsCullingByDistance.<br /> this may take a little time to fix.
Categories: OpenSim Bugs

0007963: llKey2Name or osKey2name does not return group name from group key.

Mon, 2016-07-11 22:16
llKey2Name or osKey2Name does not return group name from group key.<br /> <br /> Returns nothing
Categories: OpenSim Bugs

0007958: osSetDynamicTexture not work well with linked prims

Sat, 2016-07-09 07:54
For exemple, if you try with this script:<br /> <a href=""></a> [<a href="" target="_blank">^</a>]<br /> <br /> just remplace:<br /> llSetTexture(URLTexture, ALL_SIDES);<br /> <br /> by:<br /> llSetLinkTexture(LINK_SET, URLTexture, ALL_SIDES);<br /> <br /> - With these 3 functions all prim remain grey<br /> osSetDynamicTextureData<br /> osSetDynamicTextureDataBlend<br /> osSetDynamicTextureDataBlendFace<br /> <br /> - With these 3 functions, root prim is ok but all other prims remain grey<br /> osSetDynamicTextureURL<br /> osSetDynamicTextureURLBlend<br /> osSetDynamicTextureURLBlendFace
Categories: OpenSim Bugs

0007922: Contents of prims fail to load when edited

Fri, 2016-07-08 20:38
Objects with large numbers of items in the contents fail to load after the sim has been running for more than 30 minutes or so.Restart usually works but then fails again in a little while even if you do nothing. Also if you take a copy of the object and rez that new one it will load normally for a little while then fail again.
Categories: OpenSim Bugs

0007828: Seated vehicle should not be autoreturned if vehicle owner/group doesn't match current parcel owner/group

Fri, 2016-07-08 14:44
Seated vehicles are being auto returned when the vehicle owner/group differs from the parcel owner/group. The right behaviour would be for the vehicle to auto return only when its driver stands up from the vehicle in such a parcel.
Categories: OpenSim Bugs

0007779: llPushObject not working

Thu, 2016-07-07 00:23
This script written by another scripter does not work on any of my regions nor on any of the sandboxes. It does work just fine on the region where her store is located.<br /> <br /> I do not know if this is a bug, or some obscure setting that I can not find to set.<br /> <br /> // Moving Sidewalk Escalator <br /> // Pushes avatar when stepped on or detected within area of prim.<br /> //<br /> // v0.1 vegaslon plutonian (2013) working concept.<br /> // v0.2 Lani Global (2013) added sim restart reset. <br /> // v0.3 Lani Global (2013) added description setting of push force. <br /> // v0.4 Lani Global (2013) changed to collide only instead of volume detect.<br /> <br /> default<br /> <br /> {<br /> state_entry()<br /> {<br /> float OBJECTDESC = 10; // set the default push to 10.<br /> llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1, 1, -0.07); // animate sliding texture.<br /> }<br /> collision(integer num_detected)<br /> {<br /> float OBJECTDESC = llGetObjectDesc(); // gets description of prim and use it as push force in z axis.<br /> llPushObject(llDetectedKey(0),<OBJECTDESC,0,-12>, <0,0,0>, TRUE); // push on the avatar a little.<br /> }<br /> changed(integer EVENT) <br /> { <br /> if (EVENT & CHANGED_REGION_START) // detect if region has been restarted.<br /> { <br /> llResetScript(); // reset the script<br /> }<br /> }<br /> } <br /> <br /> <br /> <br /> This object is like the moving walkways you see in an airport.<br /> The working version can be seen at: Lani Mall on osgrid.
Categories: OpenSim Bugs

0007209: [Script] PRIM_OMEGA return no values

Wed, 2016-07-06 07:54
PRIM_OMEGA return no values.<br /> <br /> Tested with:<br /> llGetPrimitiveParams([PRIM_OMEGA]);<br /> <br /> and with:<br /> llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_OMEGA]);
Categories: OpenSim Bugs

0007386: [SCRIPT] Scale Factor functions are not implemented

Wed, 2016-07-06 04:36
All "ScaleFactor" functions are not implemented yet in Opensim ...<br /> <br /> LlScaleByFactor @ <a href=""></a> [<a href="" target="_blank">^</a>]<br /> LlGetMinScaleFactor @ <a href=""></a> [<a href="" target="_blank">^</a>]<br /> lGetMaxScaleFactor @ <a href=""></a> [<a href="" target="_blank">^</a>]<br /> <br /> Coming soon in Opensim ?<br /> <br /> Tank you in advance !
Categories: OpenSim Bugs

0007955: Severe Texture Issues

Tue, 2016-07-05 12:19
OpenSim version: 0.8 and 0.9<br /> My OS: Windows 8.1<br /> Viewer: Firestorm (and really, all other viewers I've tested)<br /> <br /> I've been examining and researching texture issues on OSgrid. I've tested these issues on multiple regions, using a test device I created. Also watched in detail the texture progress screen (ctrl shift 3). In order to reduce distance issues I set my draw distance to a minimum of 32m. <br /> <br /> Here are my findings:<br /> <br /> * When logging in to a region, the system appears to load ALL region textures to the viewer cache. On one region I tested, some 16,000+ textures were loaded to cache before the system stopped loading textures.<br /> <br /> * Evidently the method of loading textures is antiquated UDP (?). Many textures seemed to glitch during load, and attempt reload up to 4 times (4 was the highest I saw). This is an extreme waste of system time and resources.<br /> <br /> * Logically, with a draw distance of 32m only textures within a 32m radius should be loading, with additional textures loading as my movement requires it.<br /> <br /> Note: I think it's a great idea to load all region textures to cache-- but only if it loads local textures first and then sets all other texture loading to a background task. This does not seem to be the case. It appears to load textures in a specific order (FIFO? LIFO? Random?) and texture loading seems to be taking top priority, causing significant lag. <br /> <br /> THE TEST MACHINE<br /> I built a texture load test machine. It contains a main panel with 10 sub-panels. The main panel contains a slideshow script and 50 textures. The subpanels are flattened so that 5 sides are showing toward the user at all times. Each of those sides contains one of the textures in the slide show.<br /> <br /> The idea is that all of the textures in the slideshow are ALREADY LOADED and showing on the smaller subpanels. The logic: since they are already showing, flipping through the slideshow should present those textures INSTANTLY, with no delay.<br /> <br /> This is not what happens. What manifests when flipping through the slideshow is four items:<br /> 1. The system displays some textures instantly (maybe 10% to 25% of the time)<br /> 2. Some textures it displays only partially (ie, "out of focus"). Estimate at least 50% of the time. <br /> 3. In some instances textures do not display at all, resulting in a gray screen although the SAME TEXTURE is visible on the smaller subpanels.<br /> 4. Many of the textures appear to reload from the asset server-- should not be necessary since the texture is already cached on the client system.<br /> <br /> In short, the entire texture system is broken. As I mentioned to LL many years ago... a 3D system cannot function properly when the 2D isn't working correctly.<br /> <br /> Whether this is an asset server issue (probably), a region server issue (possibly), or Viewer issue (likely)... or a combination of two or three, it's difficult to tell from the client end. <br /> <br /> Hate to be the bearer of bad news, but the texture system is majorly borked. It could be a simple fix, or it could be a major re-write is necessary.<br /> <br /> What is certain is that the texture system needs to be examined with a microscope, and from what I've seen very likely entirely re-written. It's my belief it is one of the chief causes of poor system performance. Textures that are reloading unnecessarily puts an extreme strain on the asset and region servers. It is a strongly negative user experience, discouraging people from taking VR seriously. It explains why people can't read signs, items don't "rez" (their textures aren't loading), and why the more avatars on a region the greater the lag becomes proportionally (imagine all those textures loading and reloading, again and again, for every avatar on the region).<br /> <br /> Once a texture is loaded on a client system it should stay loaded until cleared from the client cache. The fact that these textures are very evidently re-loading again and again is a major flaw in the system, almost "block" status.
Categories: OpenSim Bugs

0007956: llXorBase64StringsCorrect PHP

Tue, 2016-07-05 02:23
About this link<br /> <a href=""></a> [<a href="" target="_blank">^</a>] [^]<br /> <br /> Works perfect if used at Second Life. But i see the result not same to inworldz. The algoritm has difference.<br /> <br /> I did a test and the result is really different. between both grids (inworldz and SL)<br /> There are a PHP function like this to OPENSIM ?
Categories: OpenSim Bugs

0007945: Unable to add texture. Please wait a few seconds and try again (Singularity 1.8.7)

Mon, 2016-07-04 03:32
In the latest version of Singularity 1.8.7 and OpenSimulator as far back as 0.8 trying to apply a new texture to large linksets or multiple selected prims causes tons of popup box errors in the viewer. ie: "Unable to add texture. Please wait a few seconds and try again"<br /> <br /> to recreate the problem rez out 48 cubes with default wood texture<br /> select all 48 cubes and go the texture tab and click the texture select window, on the selector popup press the "Blank" button, you will be presented with 48 popup OK buttons with the error above displayed" what is strange though is that all of the boxes sides and bottom will be white, but the top side surface on all 48 objects remains the default wood texture. If you select just a single prim the same behavior does not occur.<br /> <br /> After extensive testing in Second Life i can not trigger this bug in that grid, even with 768 cubes selected.
Categories: OpenSim Bugs